unreal.PCGWorldRaycastElementSettings¶
- class unreal.PCGWorldRaycastElementSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsCasts rays from provided points along a given direction and transform points to the impact point.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGWorldRaycast.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, a breakpoint will be triggered in the execution code to enable debugging. Only applies when inspecting a debug object. Transient and Editor-only.category(Text): [Read-Write]collision_shape(PCGCollisionShape): [Read-Write] Parameters for either using a line trace or specifying a collision shape.debug(bool): [Read-Write]debug_buffer_size(int32): [Read-Write] Size (in number of floats) of the shader debug print buffer.debug_settings(PCGDebugVisualizationSettings): [Read-Write]description(Text): [Read-Write]determinism_settings(PCGDeterminismSettings): [Read-Write]dump_cooked_hlsl(bool): [Read-Write] Dump the cooked HLSL into the log after it is generated.dump_data_descriptions(bool): [Read-Write] Dump the data descriptions of input/output pins to the log.enabled(bool): [Read-Write]end_point_attribute(PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray terminal point.execute_on_gpu(bool): [Read-Write] Whether this node should be executed on the GPU.execution_dependency_required(bool): [Read-Write] If enabled, the execution dependency pin will require to be connected for execution (as any other required pin) and will be used for culling.expose_to_library(bool): [Read-Write]keep_original_point_on_miss(bool): [Read-Write] Will keep the original points at their location if the raycast misses or if the hit result is out of bounds.origin_input_attribute(PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray origin.override_ray_directions(bool): [Read-Write] Use a selected attribute as the ray direction.override_ray_lengths(bool): [Read-Write] Use a selected attribute as the ray length.print_shader_debug_values(bool): [Read-Write] Enable use of ‘WriteDebugValue(uint Index, float Value)’ function in your kernel. Allows you to write float values to a buffer for logging on the CPU.profile_kernel_index(int32): [Read-Write] Index of kernel emitted by this node to repeatedly dispatch every frame to enable profiling. Set to -1 to disable profiling. PCG_GPU_KERNEL_PROFILING must be defined in PCG.Build.cs.ray_direction(Vector): [Read-Write] A ray direction that will be used for all raycasts.ray_direction_attribute(PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray direction.ray_length(double): [Read-Write] A ray length that will be used for all raycasts.ray_length_attribute(PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray length.raycast_mode(PCGWorldRaycastMode): [Read-Write] Determines how the ray’s direction and distance will be calculated.seed(int32): [Read-Write]trigger_render_capture(bool): [Read-Write] Will trigger a render capture when this node executes and a debug object is selected in the graph editor. Transient and Editor-only. Render captures must be enabled (e.g. -AttachRenderDoc or -AttachPIX).unbounded(bool): [Read-Write] If no Bounding Shape input is provided, the actor bounds are used to limit the sample generation domain.use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.world_query_params(PCGWorldRaycastQueryParams): [Read-Write] World ray trace parameters.
- property collision_shape: PCGCollisionShape¶
[Read-Write] Parameters for either using a line trace or specifying a collision shape.
- Type:
- property end_point_attribute: PCGAttributePropertyInputSelector¶
[Read-Write] The selected attribute determines the ray terminal point.
- property keep_original_point_on_miss: bool¶
[Read-Write] Will keep the original points at their location if the raycast misses or if the hit result is out of bounds.
- Type:
(bool)
- property origin_input_attribute: PCGAttributePropertyInputSelector¶
[Read-Write] The selected attribute determines the ray origin.
- property override_ray_directions: bool¶
[Read-Write] Use a selected attribute as the ray direction.
- Type:
(bool)
- property override_ray_lengths: bool¶
[Read-Write] Use a selected attribute as the ray length.
- Type:
(bool)
- property ray_direction: Vector¶
[Read-Write] A ray direction that will be used for all raycasts.
- Type:
(Vector)
- property ray_direction_attribute: PCGAttributePropertyInputSelector¶
[Read-Write] The selected attribute determines the ray direction.
- property ray_length: float¶
[Read-Write] A ray length that will be used for all raycasts.
- Type:
(double)
- property ray_length_attribute: PCGAttributePropertyInputSelector¶
[Read-Write] The selected attribute determines the ray length.
- property raycast_mode: PCGWorldRaycastMode¶
[Read-Write] Determines how the ray’s direction and distance will be calculated.
- Type:
- property unbounded: bool¶
[Read-Write] If no Bounding Shape input is provided, the actor bounds are used to limit the sample generation domain.
- Type:
(bool)
- property world_query_params: PCGWorldRaycastQueryParams¶
[Read-Write] World ray trace parameters.
- Type: